I'm the lead developer of Topia Online, a massively multiplayer sandbox RPG. Everything in Topia Online can be programmed by the players using built-in editors. The engine itself will be licensed out to fellow indie developers so that they can create their own MMORPGs.

The problem I see is that I, as a programmer, will come to your game terribly overpowered. I could instantly program in boss weapons and azng armor, etc. It'll be interesting to see how you handle this problem.

Scripts execute within the context of your character, which means that your character must have the associated skills and resources to execute certain script commands. Therefore, you can't just code yourself 'god items' without having all the necessary prerequisites.

The problem I see is that I, as a programmer, will come to your game terribly overpowered. I could instantly program in boss weapons and azng armor, etc. It'll be interesting to see how you handle this problem.

I've thought of this as well (for a general user-driven-content game-scenario) - Maybe there should be a quality assurance step? Either by picking n active users at random, add them to a testing stage with the item and let them rate it. They could be given gp and/or xp based on the time they've spent testing.-Or a moderator could do the testing. Regardless, I think they should be tested by someone before being put inside the game world.